I've tried all levels of OCD planning, specialising, custom professions, nicknames, looking at attributes, even looking at material preferences (and trying to let migrants "pick" their job from their preferences!) Sometimes I've spent an hour just sorting through a new migrant wave, other times I've just made them all haulers without even looking.
I don't like having idlers and I equally don't like having to chase them up, so I like to have them with more than 1 job available so they've always got something to do.. but on the other hand some of the jobs need specialists doing that job most of the time, so you don't want them doing 4 or 5 jobs. In my current fort I've hit on a system that works pretty well for me, and doesn't need any renaming of dwarves (so far - with just over 100 adults).
Basically the professions where quality is important and specialists are needed - weapon/armour/crafting etc - get 1 or 2 or maybe 3 dwarves who do that as their main job, with a secondary "backup" job if they can't do the main one. E.g. with a lot of bolts being used I can handle 3 weaponsmiths, there are 2 forges dedicated to weapon production and all 3 have a backup job (furnace-operating and carpentry). Armour has 2 dwarves, one of them full-time because I keep a big iron/steel surplus for him so he'll never go idle (it's the only supply chain I watch carefully), and the other one does some smelting too.
Crafters & masons I'm not so strict with, I think I have roughly 3 of each, all doing 2 crafting jobs on 2 possible workshops (or being a grower/cook/engraver/mechanic as well), so they always have something to do and are levelling up reasonably quickly. I sacrifice a little specialisation for not having to follow them up all the time. Thinking about it just now though, stone-crafter could be a fulltime job, as you never run out of stone. Carpentry needs just 1/2 a dwarf's time, one of the starting dwarves as carpenter/weaponsmith has seemed to make sense in my last couple of embarks.
I currently have about 8 growers, 4 cooks, 4 brewers and 6 mechanics, all with 2-3 of those jobs enabled plus some with the random non-quality jobs, butchery/tanning/threshing etc. Lots of haulers do that low-skill work as well. I'm not sure about this, a dedicated grower or 2 might be better, but I had a brief booze shortage and so picked a few more new growers and left them to keep at it.
Miners and engravers are usually specialists. All other dwarves are haulers, and I play with turning wood and stone hauling on and off.
The upshot of this all this is that as soon as there's more than 1 or 2 idlers for more than a few seconds it's usually obvious what's going on - miners/engravers need more designation, or there's nothing left to be hauled (time to turn stone hauling back on!), or there's a serious supply issue in an entire industry. Best part is I haven't had to rename any dwarves or set any profession names, it's obvious just from looking at the jobs list, because instead of single dwarves idling at different times I only ever get groups of idlers of the same industry. I keep a regular eye on stock levels and workshop orders and let workflow do the rest.